Graphics Programs Reference
In-Depth Information
Figure 8-21
Squashed basketball at frame 40
21. Move the timeslider to frame 64. In the
Coordinates
area, enter the value
0.87
in the
S
. Y
spinner; basketball is squashed and a keyframe is created at this frame.
22. Move the timeslider to frame 84. In the
Coordinates
area, enter the value
0.87
in the
S
. X
spinner; basketball is squashed and a keyframe is created at this frame.
23. Choose the
Play Forwards
button from the Animation toolbar to view the animation
of
basketball
.
Fine-Tuning the Animation
In this section, you will fine-tune the animation using the
Timeline
window.
1. In the Animation toolbar, move the timeslider to frame 40. Next, maximize the
Timeline
window. Select
Position Y
from the list displayed on the left pane of the
Timeline
win-
dow. Select the keyframe at frame 40 by using the rectangular marquee selection, refer
to Figure 8-22.
2. Choose the
Break Tangents
button from the
Timeline
window and then move the tan-
gents to add weight to
basketball
when it touches
Floor
, refer to Figure 8-23.
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